Rogues are the quick and agile characters of the game. Their primary strength is speed and precision. Deception, speed, stealth and illusion are important tools for any Rogue character. Rogues are the only character classes that can use the gadgets made by the Trickster. The gadgets make up for not having magic. The speed of the Rogues makes up for their lack in strength and raw power. The Trickster is the Illusionist/Thief of the game. He is very effective at pick pocketing and evading combat with speed and trickery. The trickster is also the crafter of all the gadgets in Spellborn. The Tricksters’ main resource will be the resources used to create Gadgets. These gadgets are the Primary offensive strength of the Trickster. The Trickster can create various types of gadgets that can be used by other Rogues. Traps, flash bombs and poisonous darts are good examples of the gadgets a Trickster can create. The Trickster can also create various types of ‘fun’ gadgets, which can be used by players just for fun. The gadgets are the primary strength of the Trickster. Becoming a gadgeteer will open up more powerful gadgets (or fun Gadgets such as fireworks). The Trickster is the street artist of the game. The city kid. He will be able to learn various acrobatic ‘fun’ skills, which he can employ to make a few dollars on the streets of Quarterstone. The illusionist skills of the Trickster might come in handy in small ‘magic’ shows that he can do on the streets. The Face Dancer is the Assassin and the Shape Changer of the Spellborn world. He can take on the shape of any living creature. The Face Dancer is very effective in combat as he has both ranged and melee skills. He can deal massive damage but lacks defense and the speed of the Trickster. His stealth abilities are superior to any other class in the game. First and foremost the Face Dancer is a born Assassin. The Face Dancer excels at striking an unaware opponent. Like all Rogues, the Face Dancer relies heavily on speed and stealth. The Assassin need to strike quickly and disable his opponents as fast as possible. Before he is detected he needs to shift the balance in combat to his side, because when the assassin is detected he won’t stand a chance against a tough opponent. First strikes and hit-and-run tactics are very useful for the assassin. The primary skill that sets the Face Dancer apart from the rest is the ability to change its shape into something else. A large part of his stealth abilities are linked to his shape changing abilities. A Face Dancer focusing on this part of his skill set will not be able to do as much damage as the pure combat orientated assassin, but his superior stealth abilities should make up for this. A thief like character that focuses on poisons and potions. The Poisoner can collect all sorts of resources. He has a less powerful version of the soul link to capture souls (chapter 6.3.1, link), because of his poison resistances (poison body slots). He will be able to remain longer inside the Ankh stone mining caverns, his rogue style evasion moves can come in handy on the Vitridur grounds and just like the Ancestral Mage he will be able to take spirits out of the Ancestral World. The Poisoner is able to create very powerful poisons and drug type potions (big bonuses and large drawbacks). The Poisoner receives the biggest bonuses from drug type potions but also has the largest drawbacks from them (addict). As the player focuses more on the Alchemist side of the Poisoner he will be able to create more powerful poisons. The bonuses and drawbacks will also increase as the power of the alchemist grows. The warrior classes focus on pure combat power. They can take the most hits of all classes and deal a fair amount of damage too. The blood warrior is the ultimate ‘tank’ in the game. Blood warriors have less offensive strength then the other two warrior classes but the defensive abilities of the blood warrior are superior. The Blood Warrior has many personal buffs, most of these personal buffs focus on damage prevention. The Blood warriors tank ability combined with his ability to redirect damage turn him into a very powerful bodyguard. The Blood warrior can link himself to another character and receive the damage done to that character. As the Blood Warrior grows in levels he will be able to guard multiple targets and eventually for an entire group of players. Instead of being able to tank just for about anybody the blood warrior would have to make a tactical choice for whom he tanks. The Blood warrior can redirect damage from himself to others. This often leads to the Blood Warrior damaging himself in order to damage others. The Blood warrior is a very powerful tank that can become resilient or immune against almost any type of damage. Unarmed combat master. All Fist characters are blind. Instead they have many different sight choices with drawbacks and benefits (think Splintercell : Pandora tomorrow). Because of its enhanced sight the Fist has several leadership advantages making them great generals. The Visionary is a born leader. He can see things other classes can not see and many tactics used in groups depend on the information gathered by the Fist. The Visionary receives various leadership auras that positively influence his party members. The Visionary is still a very offense orientated class although its damage output is slightly less then the martial artist. The Fist is a master in unarmed combat. The martial artist completely casts off any weapon skills and already acquired weapon skills are ‘recycled’ into skill points. The martial artist uses his offense as defense and many of his attacks involve side effects such as stun and knock back. The martial artist is a very offense orientated class. The Champion is a powerful warrior that can mimic the most powerful heroes the Deadspell world has ever had (until now). The Champion ‘collects’ spirits from fallen heroes only to let those spirits posses him. These Fallen Hero spirits determine the skill enhancers the character will receive. The character will receive new ‘possession slots’ as he grows in levels. The Champion is always possessed by a spirit and can choose to be possessed by different spirits. Each spirit has different ‘outfits’ and the champion changes his skill (enhancer) sets when he switches between spirits. The Champion is the one that charges into battle and will be a fearsome sight to most enemies. The Champion has many auras that influence the behavior of the PC’s and NPC’s around him. Whereas the Fist influences friendly troops the Champion influences his enemies. In which way the Champion influences his enemies depends on the hero spirit that possesses him. Details not available yet The Rune Mage is the Smith and Nuker of the game. Aside from very powerful direct damage spells, the Rune Mage can create runes made out of Ankh stones that can be put on weapons or on the body (tattoos). Tattoos on the body of the Runecrafter are his spells. They have other effects on non-RuneCrafters. The Rune Mage is the combat mage of the Spellborn world. His spells focus on offensive damaging spells. Specializing in this side of the Rune Mage opens up various even more powerful direct-damage spells. In addition to being a combat orientated mage, the Rune Mage also has the ability to craft runes. These runes can be set into weapons or attached to a body in the form of a tattoo. Tattoos are the main source for the Rune Mages’ powers. They can also be inscribed onto other characters’ bodies if they wish. The Rune Mage will have many tattoos and other players can easily determine the strength of a Rune Mage just by looking at the tattoos of the Rune Mage. The Oracle Disciple is a very powerful addition to any group. It is one of the few classes that can heal party members and has access to the most powerful group buffs. His defense and offense against magic users is unmatched by any of the other classes. The Oracle Disciple does lack any physical strength though making him favorite target by enemy warriors. The Disciple is basically the healer and buffer of the group. He has a few very powerful group buffs that make him a valuable asset to group versus group combat. During combat the focus of the priest is primarily aimed at his teammates instead of at the enemy. The Oracle Disciple uses Souls and the power of the sign as a power source. A large portion of his spells protects against all other forms of magic. Many of his abilities are aimed against any other type of magic in the Spellborn world. Counter spells and magic defenses cast by the Fanatic are the most powerful anti-magic skills in the game. The Ancestral Mage is a summoner with a twist. Ruins are spread out across the various shards of the Spellborn world, at these points the Ancestral Mage can summon powerful spirits from the past. Spirits from the past can also be used to infuse dragons and weapons and give them special powers. Summoning spirits from the past is the main ability of the Ancestral Mage. He can control these Spirits and give them orders in combat. As the summoner grows in power he will be able to control powerful Spirits or perform strong group rituals and summon even more powerful Spirits. Infusing is the crafting/buffing side of the Ancestral Mage. Items and dragons can be empowered by various types of spirits. Some will act as temporary buffers while others are permanent additions to a dragon or item in the form of an upgrade token. More powerful infusers can create the strongest spirit upgrades and cast more powerful buffs. They will not be able to control the most powerful spirits however.